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Great Depth worm not appearing?


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It seems the more often I am on the surface I see less of GDW attacks. I see a worm wave coming there and there but it never being GDW at all. Seems kinda lame, I feel like it could spawn at least once a year when being not in the caves that much if I come down there that often really. It's the only source of fossil and in general a neat boss to fight. Having more bone shards would be nice as well as gems.

Dude, I've only seen it ONCE, and that was when the September update was released. NOTHING else ever since then. I've seen countless waves where 3 depth worms coming and thought, "Oh, surely the big worm gonna come too," but naaaahhhh. Zero, zip, zilch, nada.

Did it only spawn in specific biomes? If so, that's stupid as hell.

Gonna quote my post from a previous thread about this:

On 10/13/2024 at 5:21 PM, Maxil20 said:

I still to this day do not understand the worm being an RNG chance per wave. “Random” boss spawns feel awful for this case. You pretty much have to prepare for every worm wave to be the giant worm because it’s nature is far too dangerous to even remotely try gambling on the chance for it not to spawn. It’s not even accounting for the fact it’s spawn timer is still only 30 seconds, let alone the fact there’s a good chance 99 out of 100 times you are doing something when the warning starts and it makes it extremely difficult to manage the rapidly decreasing time to get out of there and somewhere nowhere near anything you love.

I myself have the worm disabled because I cannot see myself having a good time with it, but I really hope some of it’s mechanics can get adjusted, since it feels like the most iffy of the “giant” threats that come to you at the moment.

Does anyone here who doesn't get the Great Depths Worm happen to play with the "Don't Starve Alone" Mod? I have experienced several Worm attacks on my long-term world as well and have yet to see the big lug. I've heard the mod messes with the Rifts, so it could also be messing with the chances.
Additionally, I believe initially, and potentially still, rabbit naughtiness resets when switching shards, so maybe GDW RNG resets much the same? I have to agree with Maxil20 here, but mostly for the fact that no one seems to know if this is a bug because it's random. At least with Bearger's range of spawns you'll know if staying on an island or in the caves missed the spawn, but as far as I know, no one knows when the ramping chance of GDW reaches 100%, if it even does cap at 100%.

49 minutes ago, imbafflement said:

Does anyone here who doesn't get the Great Depths Worm happen to play with the "Don't Starve Alone" Mod? I have experienced several Worm attacks on my long-term world as well and have yet to see the big lug. I've heard the mod messes with the Rifts, so it could also be messing with the chances.

I've seen it once while using the mod

Quite confident it's bugged or temporarily removed. I waited until after the release to grind the new content and had him spawn twice in 3 raids. 

After the first post release patch the GDW has never reappeared, and I spent over 200 days underground working on a build, and another 100 or so since. At this point I've encountered 20-25 depth worm attacks with no GDW.

It's a shame, however this boss needs a rework. Ideally an increase in health, 1 min spawn timer, perhaps a different warning sound (deeper grumbling) giving it a full boss status with a figure sketch as the cherry on top. 

9 hours ago, imbafflement said:

Does anyone here who doesn't get the Great Depths Worm happen to play with the "Don't Starve Alone" Mod? I have experienced several Worm attacks on my long-term world as well and have yet to see the big lug. I've heard the mod messes with the Rifts, so it could also be messing with the chances.
Additionally, I believe initially, and potentially still, rabbit naughtiness resets when switching shards, so maybe GDW RNG resets much the same? I have to agree with Maxil20 here, but mostly for the fact that no one seems to know if this is a bug because it's random. At least with Bearger's range of spawns you'll know if staying on an island or in the caves missed the spawn, but as far as I know, no one knows when the ramping chance of GDW reaches 100%, if it even does cap at 100%.

No, I play without it but I too haven't seen GDW in years. My world surpassed 10k days recently, and I can safely say that the last time I saw GDW it was ~13 regular depth worm attacks ago and at least 5 ruins resets ago. Meaning, I killed FW, NMWP and AG as well as cleared both my ruins branches 5 times without seeing the worm. Besides that I spent quite a lot of time building in the caves. At the very least I spent two full summers in the caves, one building the GDW arena as Wanda, and another setting up telepads as Winona. I had multiple rift cycles go by as well, fought some ickers and Ink Blights here and there. One year I went on a massive nm fuel farm as Wanda, traveling through all cave corridors and spawning ickers to stock up on nm fuel, and I spent the entire autumn in the caves and only came back upstairs when I started freezing at the beginning of winter. 

I saw someone speculate that GDW spawn mechanics is broken because of character swapping at the celestial portal. If that's true then I did swap from Wicker to Wanda when GDW was just added to the game, and later from Wanda to Winona. I only ever got GDW twice as Wanda very shortly after the update that added it. They were almost back to back, maybe with one regular worm wave in between. I play with other people on the server and while I mostly as Wanda, they did swap characters as well in the meantime. My last 2 in-game years I spent as Winona, fought 4 depth worm attacks and none had GDW. I got curious about it and decided to see if I will get it ever, so I made a copy of the world and skipped days forward to see if it spawns at all. I skipped 11 days 3 times, and got 3 regular worm attacks, and on the 4th one the big one showed up. So it can spawn, just extremely rare for some reason. 

I really dislike the looming threat of this boss every time I go there, and I feel handicapped if I don't play as Wanda or Winona which can get away from important areas like ruins, base or boss arenas. But I also dislike how I can never tell if the attack is going to be regular worms or GDW. I recently played with a friend in a world that's like 500 days old and GDW showed up after AG fight. It has a different audio warning and this was the first time I heard it. I have never heard this sound before (mind you, I play DST at the very least 2-3 hours daily and it's been at least a month since they supposedly added the new audio warning for it), but I still guessed it was the big one. The labyrinth was a particularly lengthy one so we couldn't even get out of the AG arena and had to fight it right there. It was terrifying, knowing it could swallow things without returning and we just had our inventories full of AG and labyrinth loot. But we managed to pull through and kill it. It's lucky it didn't spawn before or during the AG fight, encountering it in the narrow labyrinth passages or in the ruins would have been devastating. We still only had 30 seconds after the growls started. 

Considering how overpowered and High risk no return the Giant worm is right now, it rather seems like a fair balancing that him no appear. Good riddance.

Next time we see him, I hope he'll be a little more balanced and fair to us.

11 hours ago, leavesofblue said:

It's a shame, however this boss needs a rework. Ideally an increase in health, 1 min spawn timer, perhaps a different warning sound (deeper grumbling) giving it a full boss status with a figure sketch as the cherry on top. 

1 min spawn timer and warning sound, yes (already spammed by me and the community to Klei) but increase in health? No. It doesn't make sense. He has already more health than deerclops and others.   

Don't worry about figure sketches, it's Klei being Klei. They always forgot about it and will be added 5,6,7 or more patches later.

7 hours ago, Lovens said:

I got curious about it and decided to see if I will get it ever, so I made a copy of the world and skipped days forward to see if it spawns at all. I skipped 11 days 3 times, and got 3 regular worm attacks, and on the 4th one the big one showed up. 

This is a relief. As being 50/50 maybe it's a human fault. Something about people that can't perceive well chances/probabilities in practise/real life. 

7 hours ago, Lovens said:

I recently played with a friend in a world that's like 500 days old and GDW showed up after AG fight. It has a different audio warning and this was the first time I heard it. I have never heard this sound before (mind you, I play DST at the very least 2-3 hours daily and it's been at least a month since they supposedly added the new audio warning for it), but I still guessed it was the big one. 

It HAS a different audio warning????? Uh?????? Do you have a recording or something??? I didn't knew it, nor the community. That's why we repeat "it must have a different audio warning". Probably another sneaky addition of Klei (they did a lot of them in this patch).

I made a mod for printing some info: https://steamcommunity.com/sharedfiles/filedetails/?id=3361607817

It'll do an announcement and print to game logs when worm wave stuff is calculated. (Should always happen on loading save?)

First off, if the "day" is being reported as < 26, then the boss will flat-out not spawn. This number ever resetting to 0 would definitely be a bug, causing all sorts of problems.

"wave_pre_upgraded" refers to a boss being scheduled. If it's "nil", there's nothing planned. If it's "available", it'll be in the next wave. If it's "used", the boss has just spawned. Going from "available" to "nil" (after reloading game, re-entering caves, whatever) without getting a boss would probably indicate a bug. Edit: Looks like it's this one.

"wave_override_chance" is the saved chance of getting the boss. It starts at 0, increases by 0.05 (5%) per wave to a max of 0.5 (50%), and resets to 0 when scheduling a boss. If this ends up back at 0 and your next wave isn't a boss, that's a bug. "chance" is just this value modified by world settings (same at "default", half at "rare", double at "often").

You can announce the time until next wave using "TheNet:Announce(TheWorld.components.hounded:GetDebugString())" from the console. You can force a wave using "TheWorld.components.hounded:ForceNextWave()" but that may make it harder to find a potential bug. (You would at least need to mess around with save/load or something between uses.)

On 11/7/2024 at 4:28 AM, Milordo said:

It HAS a different audio warning????? Uh?????? Do you have a recording or something??? I didn't knew it, nor the community. That's why we repeat "it must have a different audio warning". Probably another sneaky addition of Klei (they did a lot of them in this patch).

There are sounds for 4 different wave sizes and 1 boss. That doesn't necessarily mean the average player can tell them apart, however.

11 hours ago, Milordo said:

It HAS a different audio warning????? Uh?????? Do you have a recording or something??? I didn't knew it, nor the community. That's why we repeat "it must have a different audio warning". Probably another sneaky addition of Klei (they did a lot of them in this patch).

No, I don't have one, sorry. I wish I recorded it but I was quite laggy already and didn't think of it at the time. When I got one spawn with day skipping it appeared on my screen right away since I probably skipped a bit more than needed. I can try to get a recording when if I get it the next time.

I've had issues with Worm boss not appearing, and so I did some testing with console and found that it only spawns after at least 2 consecutive depth worm waves has already occurred in the same game session. If i exit the server, then the next wave will always just have regular depth worms, and i have to stay underground for at least 2 hours in one sitting before it appears, and I have worm boss spawning set to 'always', and wave frequency set to max.

If anyone got the time and patience (or knows how to fast forward time using console), try setting boss spawnate to 'always', go underground and wait until the 2nd wave has occurred, without leaving the server. From my experience, the boss always appears on the second wave.

This happens on both new and old worlds btw, and day count doesn't seem to cause the boss spawning issue. 

10 hours ago, Green Reptile said:

I've had issues with Worm boss not appearing, and so I did some testing with console and found that it only spawns after at least 2 consecutive depth worm waves has already occurred in the same game session. If i exit the server, then the next wave will always just have regular depth worms, and i have to stay underground for at least 2 hours in one sitting before it appears, and I have worm boss spawning set to 'always', and wave frequency set to max.

If anyone got the time and patience (or knows how to fast forward time using console), try setting boss spawnate to 'always', go underground and wait until the 2nd wave has occurred, without leaving the server. From my experience, the boss always appears on the second wave.

This happens on both new and old worlds btw, and day count doesn't seem to cause the boss spawning issue. 

Looks like the "hounded" component just isn't set to save the "_wave_pre_upgraded" value.

It won't remember that the next wave is a boss across saves, but it remembers that the chance was reset to 0. (This means you can't even get it on the wave after that if you're not on "always". You had to have saved on a non-boss wave for your 5% to 50% chance on the next one, which you must wait out in its entirety.)

I'll add this info to the bug report.

5 hours ago, Bumber64 said:

Looks like the "hounded" component just isn't set to save the "_wave_pre_upgraded" value.

It won't remember that the next wave is a boss across saves, but it remembers that the chance was reset to 0. (This means you can't even get it on the wave after that if you're not on "always". You had to have saved on a non-boss wave for your 5% to 50% chance on the next one, which you must wait out in its entirety.)

I'll add this info to the bug report.

Hope this gets fixed, I actually like fighting this boss and I think it adds some more nice spice to endgame caves, but sitting for 2 hours underground really isn't fun.

On 11/8/2024 at 7:56 PM, Green Reptile said:

I've had issues with Worm boss not appearing, and so I did some testing with console and found that it only spawns after at least 2 consecutive depth worm waves has already occurred in the same game session. If i exit the server, then the next wave will always just have regular depth worms, and i have to stay underground for at least 2 hours in one sitting before it appears, and I have worm boss spawning set to 'always', and wave frequency set to max.

If anyone got the time and patience (or knows how to fast forward time using console), try setting boss spawnate to 'always', go underground and wait until the 2nd wave has occurred, without leaving the server. From my experience, the boss always appears on the second wave.

This happens on both new and old worlds btw, and day count doesn't seem to cause the boss spawning issue. 

Something doesn't add up. I remember getting two consecutive depth worm waves in one session and they weren't GDW. Like I said earlier I spent a lot of time in the caves in my world and I remember sitting there an entire Autumn farming nm fuel from ickers as Wanda, and Autumn is 20 days which means it's more than 2 in-game house in one game session. I definitely stayed there for even longer that time since before that in summer I was clearing cave bosses, farming Ink Blights and decorating my ruins as well. I might have gone to the surface once to drop off cave bosses/ruins loot at the end of summer but my next visit to the surface was at the end of autumn. My cave base is pretty self-sustainable. 

13 hours ago, Lovens said:

Something doesn't add up. I remember getting two consecutive depth worm waves in one session and they weren't GDW.

Was your frequency set to "always"? The only other way to guarantee an encounter is "often" after 10 waves (+10% chance per wave).

"Default" and "rare" max out at only 50% and 25%, respectively (+5% and +2.5% per wave).

8 hours ago, Bumber64 said:

Was your frequency set to "always"? The only other way to guarantee an encounter is "often" after 10 waves (+10% chance per wave).

"Default" and "rare" max out at only 50% and 25%, respectively (+5% and +2.5% per wave).

Ah no, of course it's not set on always. It's just default frequency, I haven't changed anything. Does it mean it's impossible to get it now with default settings even if you spend 2 or more hours in the caves in one game session? But then how did my friend and I get the GDW in their world after AG? We did spend plenty of time in the caves that session (I wanna say it was almost an entire summer and a bit of Autumn. 15 days at the very least. I almost finished taming a beefalo I brought there with me). And I'm pretty sure their GDW frequency is set to default. The world was about 500 days old at the time it happened. 

13 hours ago, Lovens said:

Does it mean it's impossible to get it now with default settings even if you spend 2 or more hours in the caves in one game session?

No, just improbable at 5% for the second wave.

The increasing chance also saves as long as you didn't quit with a GDW scheduled (which you can't know, unfortunately).

On 11/7/2024 at 5:05 PM, Bumber64 said:

I made a mod for printing some info: https://steamcommunity.com/sharedfiles/filedetails/?id=3361607817

It'll do an announcement and print to game logs when worm wave stuff is calculated. (Should always happen on loading save?)

First off, if the "day" is being reported as < 26, then the boss will flat-out not spawn. This number ever resetting to 0 would definitely be a bug, causing all sorts of problems.

"wave_pre_upgraded" refers to a boss being scheduled. If it's "nil", there's nothing planned. If it's "available", it'll be in the next wave. If it's "used", the boss has just spawned. Going from "available" to "nil" (after reloading game, re-entering caves, whatever) without getting a boss would probably indicate a bug. Edit: Looks like it's this one.

"wave_override_chance" is the saved chance of getting the boss. It starts at 0, increases by 0.05 (5%) per wave to a max of 0.5 (50%), and resets to 0 when scheduling a boss. If this ends up back at 0 and your next wave isn't a boss, that's a bug. "chance" is just this value modified by world settings (same at "default", half at "rare", double at "often").

You can announce the time until next wave using "TheNet:Announce(TheWorld.components.hounded:GetDebugString())" from the console. You can force a wave using "TheWorld.components.hounded:ForceNextWave()" but that may make it harder to find a potential bug. (You would at least need to mess around with save/load or something between uses.)

There are sounds for 4 different wave sizes and 1 boss. That doesn't necessarily mean the average player can tell them apart, however.

The link to your mod seems to be gone now. Could you please help me figure out the command that makes the announcement with the "wave_pre_upgraded" value? I'm not familiar with the code so I couldn't figure out on my own how to change your remaining next wave time announcement into the GDW chance announcement.

Context: I wanted to fight GDW in my world yesterday and I prepared for a 2 hour long cave session with my friend. I have GDW settings on default. We started the session in the caves and none of us left the caves during our playthrough. We got a normal worm wave first, and then, after the two hours have passed, we expected another one soon. We ran out of things to do in the caves - all bosses were defeated, the ruins were cleared, all loot was stashed. We farmed nm fuel from ickers, we fought Ink Blights, we got some voided masque creatures. After two hours of tagging along together we decided to split for the first time ever. I (Winona) went back to the ruins to return some of the tools we stole from there. My friend (Wanda) stayed at the base. Of course, GDW wave announcement (different warning sound) happened right as we decided to split  and it caught us off-guard. I panicked and used my nearest telepad, ending up teleporting even further away from the base into AG arena which was 6 teleports away from my base near which I had GDW arena set up. I knew it will take me more than 20 seconds to get back my GDW arena so I paused and we made a new plan. Wanda (who was already in GDW arena with 1 click of a watch) needed to run towards the closest Lazy Deserter and call me there. It was a two screen run and she barely made it and called me, misclicking once in the process. Once I touched the deserter near AG, right before my screen faded away during the sand teleport animation, I saw GDW health bar appear op top of the screen. It spawned on me right as I teleported away, and despawned immediately - we only got normal worms in GDW arena.

I was furious to miss the boss after two hours of sitting in the caves just waiting for it to spawn (I don't need any of the stuff we did there in my already long-term world. I fought FW 100 more times than I fought GDW). I just wanted the ornament and the figure sketch from GDW, I don't even like the fight. Anyway, we rolled back and decided to try again but no luck this time - only normal worms spawned. I rolled back again, and again - still couldn't get GDW from the same depth worm wave we were now anxiously waiting for in GDW arena. I started suspecting that rolling back made me dc from the server briefly, restarting the underground game session from scratch and resetting the two hour streak we had. Therefore resetting the GDW spawn chance back to 0. I struggled with console trying to find out if I can announce the spawn chance but nothing worked. Finally, exhausted, I just suggested we stay in the arena and force then delete worm waves until GDW spawns again. I was hoping that would make me hear its unique warning again (this is the second time I ever heard it, I just wanna hear it again and can't find it anywhere). But even when it did spawn, it was without the sound because we forced it through console. Ended up needing to force and delete 5 or 6 regular depth worm waves before GDW spawned that way.

I feel bad because I had to cheat and use console to get the boss but getting it via legit means sounds impossible. One tiny mistake and you're screwed. 30 second warning is not enough to get to a safe place to fight it (or get together with your friend who wants to participate in the fight). Cave teleportation sucks. Winona's telepad system is fine in regular scenarios but it takes too long to teleport between pads when the time is running out so fast, I get a slight lag every time I do it, so I can't be in the arena ASAP before the worm spawns. Deerclops is a lot less destructive and we have a 1 minute warning for it. GDW should have a minimum of 1 minute warning as well because it's a lot more destructive. Rollback should not delete the chance to spawn GDW. Also it would not despawn if you run away from it or teleport away from it. None of the seasonal bosses despawn immediately, Deerclops sticks around till the end of Winter/until he breaks enough structures. Bearger never despawns, mutant bosses never despawn, Moose/Goose sticks around in one spot. Why should GDW despawn immediately? Why not make it at last stick around for a bit and despawn maybe after a day or so, and just idle on screen and not move if left alone not aggroed onto anything?

4 hours ago, Lovens said:

The link to your mod seems to be gone now. Could you please help me figure out the command that makes the announcement with the "wave_pre_upgraded" value? I'm not familiar with the code so I couldn't figure out on my own how to change your remaining next wave time announcement into the GDW chance announcement.

I removed the mod because we know exactly what causes the problem (though Klei hasn't fixed it). You can't print the value without actually modifying the code to gain access to it. The best thing to do is set GDW to Always and wait for the second wave (which you can time with the GetDebugString() command I posted). Rollbacks count as loading and will cancel the next GDW spawn.

If you just want to fight it, you're better off doing c_spawn('worm_boss') to summon the GDW directly.

3 hours ago, Bumber64 said:

I removed the mod because we know exactly what causes the problem (though Klei hasn't fixed it). You can't print the value without actually modifying the code to gain access to it. The best thing to do is set GDW to Always and wait for the second wave (which you can time with the GetDebugString() command I posted). Rollbacks count as loading and will cancel the next GDW spawn.

If you just want to fight it, you're better off doing c_spawn('worm_boss') to summon the GDW directly.

Did the mod print out the spawn chance? If yes, would it be too much of a hassle for you to please put it back? 

Setting it to always is a good advice, thanks, I'll do it. Unfortunately it still means I will have to sit in the caves and I just really don't know what else to do there since there's so little content, and any building I will do there will be either abruptly interrupted by GDW spawning, or potentially endangered the more I build there (so I'm super demotivated to even do more builds in the caves). 

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